local que_lianyu = fk.CreateSkill {
    name = "que_lianyu",
    anim_type = "defensive",
}
Fk:loadTranslationTable {
    ["que_lianyu"] = "恋羽",
    [":que_lianyu"] = "结束阶段，若你本回合使用【杀】造成的伤害不小于当前体力值，你可以将手牌摸至体力上限并恢复一点体力，若如此做，下次发动〖喵戾〗时，取消伤害效果。",
    ["#que_lianyu_drwCards"] = "恋羽：你可以将手牌摸至 %arg 张，下回合取消〖喵戾〗的伤害效果。",

    ["@@que_lianyu"] = "恋羽",
}
que_lianyu:addEffect(fk.TurnEnd, {
    can_trigger = function(self, event, target, player, data)
        return target == player and player:hasSkill(que_lianyu.name) and player:getMark("que_lianyu-turn") >= player.hp
    end,
    on_cost = function(self, event, target, player, data)
        return player.room:askToSkillInvoke(player, {
            skill_name = que_lianyu.name,
            prompt = "#que_lianyu_drwCards:::" .. player.maxHp
        })
    end,
    on_use = function(self, event, target, player, data)
        local room = player.room
        player:drawCards(player.maxHp - player.hp, que_lianyu.name)
        room:recover {
            who = player,
            num = 1,
            recoverBy = player,
            skillName = que_lianyu.name
        }
        room:setPlayerMark(player, "@@que_lianyu", 1)
    end,
})
que_lianyu:addEffect(fk.Damage, {
    is_delay_effect = true,
    mute = true,
    can_trigger = function(self, event, target, player, data)
        return target == player and player:hasSkill(que_lianyu.name) and data.card and data.card.trueName == "slash"
    end,
    on_cost = Util.TrueFunc,
    on_use = function(self, event, target, player, data)
        local room = player.room
        room:addPlayerMark(player, "que_lianyu-turn", data.damage)
    end,
})
return que_lianyu
